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I have a private Quest app, and I cannot rename it. Renaming normal (non-private) apps is possible for me, but not the private ones.When I click "App Metadata History" I can see this message on the top:Read Only ModeThis page is intended for viewing historical App Metadata. If you would like to edit this information, you can do so on the attached submission here.However, when I click the link, I get the error "Feature unavailable - Feature not available for private apps." Is there another way to rename the app?
Using Unity 2018.4.5 and Oculus 1.38When I hold an object (simple scene with just a cube) in my hand, then the movement of this grabbed cube is very jittery and not smooth at all.Using OVRPlayerController with LocalAvatar in TrackingSpace and AvatarGrabberLeft and Right inside this LocalAvatar.I set the Fixed TimeStep in the Project Settings to 1/72 (0.01388889).I uploaded a video of this behaviour: https://youtu.be/AoJ_d0d2Dq8It's not as obvious in the video as it is in VR, but I think you do see the issue at the edges of the cube with the stuttery movement.Interestingly, when I throw away the cube, the movement is smooth. Also the movement of my hands is smooth, it's only the object I'm grabbing that stutters.Any idea how I can prevent this?Thanks!
Hey there!Just as the title says, I have a very noticable audio delay when using any of the mentioned casting methods.I already tried installing new drivers and a factory reset.The delay is immediately noticable when playing Beat Saber on the quest and casting.Reducing the resolution / bitrate / frame rate did nothing. I am running a Quest 3 connected via Wifi 6 5ghz 2400mbit connection to my pc, connected via 2.5gbit LAN to the router. On the PC the Meta Quest Developer Hub is running in Beta Cast 2.0 ADB over Wi-Fi.The audio delay is also there when having the Quest connected via cable and normal ADB.Any tips appreciated!Kind regardsDustin
if im not mistaken, didn't stencil buffers use to work in quest development? I cant seem to get it to work in quest 3 and unreal 5.4.4 https://www.youtube.com/watch?v=PiQ_JLJKi0M can anyone here let me know if this ever worked ? And if it did how do I get it to work again in quest 3 and unreal engine 5.4.4.
I use UE-5.3.2, the MetaXR Plugin, Meta Quest Pro and MetaHumans for a VR project. My PC setup includes 32gb RAM and a Nvidia 3080ti. Typically, when I use the VR Preview, I consistently get 72fps which is the Hz the Quest Pro uses. However, when I work on the project, e.g. move actors around the scene or change some scripts, for a few minutes (5-15min), I only get 35fps/36fps and it seems to be locked on this fps value. After restarting Unreal, I have 72fps again.What could be the problem?
Hi everyone,I'm currently trying to develop an AR application in which I want to display a 3D screen. To do that, I use the "Use Per Eye Camera" option on the OVRCameraRig and display a different image on both eyes to create the 3D effect. This works great, but when I enable this option I lose the passthrough. I've been searching for a solution on how to use both "per eye camera" and passthrough simultaneously but couldn't find one. Do you have any idea ?Thanks !
Dear Quest development community, I have an issue when using OVR Metric tool with AirLink.OVR Metric tool is correctly installed and I am using it through the Meta Quest Developer Hub. Everything is fine, when I am using it with a VR app running on the Quest but it doesn't work when I am running an app installed on a PC with Airlink. More specifically, when I toogle the "Metrics UHD on" button, I can see the OVR metrics performance graphs and stats while playing. However, it doesn't save the metrics even when the "Metrics Recording on" and the "Meta Quest Link on" buttons (as shown in the screenshot).Do you have any idea or suggestion to solve this?Thank you
Hello, I tried to get the Virtual Keyboard Overlay to Work in VR for Unreal Engine 5. I followed this tutorial https://developers.meta.com/horizon/documentation/unreal/unreal-keyboard-overlays/ but the keyboard does not appear. Did anybody manage to display the VR Keyboard and could provide me some help? Thank you in advance.
如何在 meta Quest 链接中获取 Quest 3 设备的耳机和控制器电池电量,我想将它们转发到局域网
Has anyone had a problem playing Jackpot Party on FB? I doesnt seem to finish downloading.
Sorry, it is very hard to keep calm and be polite after trying to download a large game over a slow connection, but who was an idiot in charge of the Library interface? After you put your headset to a sleep mode, let it download in background, every wrong click upon the headset waking up leads to cancelling the download! Trying to see progress in Store? Cancel is the default action. Resume download? No such thing. It is my maybe 10th time trying to download the 19.5G Batman one and they all been interrupted one way or another. No confirmation, no nothing! Very frustrating.
I have tried from SDK Version V71 to V74.I have tried reinstalling Nvidia DriversI have installed Vulkan SDKI have Tried in Unity 2022.2.50f1 and Unity 6000.0.42f1I have tried OculusXR Plugin and OpenXR plugin.I have tried MetaXR simulator with Godot it was working.I tried setting the path metaxrsimulator json directly in regedit. As it was not able to do it. But still it didn't work. When I use Oculus XR plugin these are the errors which I am getting.[Meta XR Simulator][00000.930038][I][arvr\projects\openxr_simulator\src\rendering\sim_vulkan_helpers.cpp:626] Initialize Volk [Meta XR Simulator][00001.037068][E][arvr\projects\openxr_simulator\src\rendering\sim_vulkan_helpers.cpp:410] Failed Expectation: XR_SUCCEEDED(xrRet) [OVRPlugin][ERROR] [xrCreateSession] Failed Expectation: XR_SUCCEEDED(xrRet) (<OPENXR>:0)[Meta XR Simulator][00001.037348][E][arvr\projects\openxr_simulator\src\sim_xrapilayer_rendering_d3d11_on_vulkan.cpp:172] Met Expectation: vkBundle == nullptr [OVRPlugi
Hi,I've been trying to create a developer account for several weeks now, and I always get stuck at the second step, "Review your email address." Every time I click the "Confirm email" button, I get the error: "Unexpected error, please try again later."Please, I've been waiting for a long time and I urgently need this. I would really appreciate any information or help that could help me solve this issue.
I have tried to figure out why my Quest 3 build crashes randomly in between 5 - 60 secondsI ran a lot of log files through chatGPT and it seems to me that the GPU/vulkan is crashingNo issues on WindowsHere is a summary of the issue:"Vulkan GPU Memory Issue → Your crash log shows "vk_devicememory" was already freed, meaning Vulkan is trying to write to freed GPU memory"GPU Page Fault (Invalid Access) → The Quest Adreno GPU crashes when Unreal tries to access invalid memory, possibly from textures, shaders, or vertex buffers being released too early.Random Timing Suggests Asynchronous Issue → Since crashes happen randomly (5s, 20s, 2min), it could be multithreading-related, where one thread frees GPU memory while another is still using it.This shows up a lot03-22 23:43:51.717 0 0 E kgsl-3d0: ---- premature free ----03-22 23:43:51.717 0 0 E kgsl-3d0: [4002730000-4002819000] (vk_devicememory) was already freed by pid 23459And this03-22 23:15:36.890 0 0 F kgsl-3d0: GPU PAGE FAULT: addr = 40
Hi I'm trying to develop for Meta Horizon Desktop, but I can't import my own audio which is important to my game is it's and obby rhythm game. The menu options in the help show audio import, but the desktop editor and web don't have audio import as an option. Please help!! https://developers.meta.com/horizon-worlds/learn/documentation/desktop-editor/assets/creating-importing-viewing-and-spawning-assets
1.URL: https://developers.meta.com/horizon/documentation/unreal/po-perf-opt-mobile/This is supposed to be for Unreal engine. It says so on the other URL link to it from this URL: https://developers.meta.com/horizon/documentation/native/pc/dg-debug-tool/For Unreal Engine development, see Basic Optimization Workflow Where it reads:Addressing CPU Bound Apps Common causes for an app to be CPU bound include the complexity of app logic, physics simulation, garbage collection stalls, and so on. An instrumented profiler, like Unity Profiler, can track down these performance bottlenecks. Unity Profiler. If I'm not mistaken this was a document for UNREAL ENGINE not UNITY. So what is this? Is this actually a program for Unity or did they name this Unity for whatever reason? Why is it in the Unreal section? 2.How do I profile an APK? The oculus debug tool only launches .exe? Last time I checked every app I put on the oculus is an APK.
Hello! There are five Meta Quest 3s headsets with a same apk made in Unity (diorama scenes without interactivity). Is it possible to control all these headsets from one PC? For example, an operator presses a button on a laptop and the next scene loades on all headsets. It is also desirable that a video from a scene camera goes to a PC.
Hello, I am reading through this documentation: In-App Update API and it seems pretty straightforward but there is no information on how to test this implementation. Here's what I wrote (mostly copied from the docs) and I just need to confirm if this is all to ship the app with In-App Update API. On a side note, is there any API to request user to write review on the store something like Google has with their Google Play In-App-Review ?first we run init on app launch:Core.AsyncInitialize(APP_ID).OnComplete(msg => {})and then check for update: var request = Oculus.Platform.Application.GetVersion(); request.OnComplete( async message => { if (message.IsError) { return; } var currentVersionCode = message.Data.CurrentCode; var latestVersionCode = message.Data.LatestCode; if (currentVersionCode != late
First, bring the OVRBody, make PoseFromBody as a lower layer, and add PoseFromBody as an Add ComponentThe error keeps coming upAmong themNullReferenceException: Object reference not set to an instance of an objectOculus.Interaction.Body.PoseDetection.PoseFromBody.GetJointPoseFromRootGUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced.These two continue to be created indefinitely.And even if I try to take a body pose, I keep getting errors. I need a solutionUnity version 6000.0.26f and all-in-one version 69And when you run Capture in the BodyPoseDetection example, you get the following error
Tried to update new apk, it does not work. I just get theBuild Upload Error - an error has occurred for app id: xxxxxxIs anyone else also experiencing this?
I am facing this issue where I have a scrollable list that works completely fine in the example scene but does not work in another scene. I am using the same camera rig and interaction in both scenes. What do you think the issue is?
This is a helpful post in case you experience the same problemThere is a bug in the Meta full body SDK that you may run into. If you have two avatars in your scene that both use "OvrAvatarAnimationBehavior", after you destroy one of them, the others animations will break and stop updating the avatars chest rotation properly.This is because in the OnDestroy() of that class, it sets several variables to null. A few of these are static events, such as "_rootAngleEvent". This means that when one animation behavior is destroyed, it will destroy the events for the other as well because they both reference the same static event. I have no idea why meta built it like this. I removed the word static from these events and now I do not have the bug anymore.The fully body animations that are provided are extremely buggy in general, I do not know how anyone is supposed to use them out of the box. I have had to make extensive changes to get them to a usable spot
Hey everyone,I’m trying to create a marketing dashboard to analyze the performance of an Instagram account, and I want to use Meta’s Graph API Explorer to pull the data into Power BI. However, I’m running into an issue when trying to access the API.When I make a request, I get the following error:{ "error": { "message": "(#10) This endpoint requires the 'pages_read_engagement' permission or the 'Page Public Content Access' feature. Refer to https://developers.facebook.com/docs/apps/review/login-permissions#manage-pages and https://developers.facebook.com/docs/apps/review/feature#reference-PAGES_ACCESS for details.", "type": "OAuthException", "code": 10, "fbtrace_id": "AvHfOzyJqtsZwFWyZKpg1ha" } }From what I understand, I need the pages_read_engagement permission or the Page Public Content Access feature, but I’m not entirely sure how to get these approved or set up. Has anyone gone through this process before?Here’s what I’ve done so far:Created
We are working on a VR application in Unity 6 using the Oculus Meta XR SDK, with two Ray Interactor instances—one for the left hand and one for the right hand.Our goal is to deselect an interactable object when the ray stops hovering over it.Currently, we are facing an issue where the last un hovered interactable object remains selected when clicking outside of any interactable object.Meta XR SDK Version: 65.0.0Unity Version: 6.0.0.1Could you confirm whether this is a known Oculus bug, or is there a possible workaround to fix this?Thanks in advance.
I use UE-5.3.2, the MetaXR Plugin and a Meta Quest Pro for a VR project. I use the MetaXR Plugin mostly for eye tracking and hand tracking.Eye tracking works fine, but hand tracking does not work (my hands are not visible) and I get the following error in the Output Log in a very high frequency:LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrGetHandMeshFB(handTracker, &xrMesh), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:8800 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:311)I cannot find any information regarding this error and have hand tracking enabled in the MetaXR project settings, in the Meta Quest Link App and on my Quest pro. The error also happens in a freshly cloned instance of this meta unreal sample: https://github.com/oculus-samples/Unreal-HandSample/tree/UE-5.3
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